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afon

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A member registered Aug 06, 2019 · View creator page →

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Oh, that I did all by myself, so I don't really have any links to share, but I can try to explain it simply:

- Create a simple script that on Awake() gets the transform's position and adds that position to a list of positions for Oni Vision in some kind of manager script (like OniVisionManager or something like that).

- In the Tile Pallete, Select "GameObject Brush" instead of "Default Brush" and set the "Game Object" to the Prefab you just created.

- Now you can paint those Prefabs anywhere you want.

- In the manager script, when oni vision is toggled, you simply write this to toggle the ground tiles in those positions:


The dirt and grass tiles? It's actually really easy to set up and is indeed incredibly useful, it saves us a lot of time while building the terrain.

Here's a really good and simple tutorial:

They didn't propose any changes to the things I implemented.

I have tweaked the dash, increased the size of the tooltip text and fixed the bug that was preventing a double jump when walking off a ledge.

Regarding what we'll keep, the only thing we're not sure we'll keep are the double-sided platforms, because of how buggy they are. I've been thinking of other ideas to implement that (or even something similar but different) that may be less bug-prone.

We have also considered implementing Coyote Time, like was suggested in one of the feedback documents, but it is not a priority for now.

We're using "Rule Tiles" from the package "2D Tilemap Extras", to make the process of drawing the terrain much easier.

High Concept Document: URL

Game Treatment Document: URL